Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

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How to Achieve Realistic Colors and Textures in LiDAR Scanning with Swift
Hello, I'm developing a LiDAR-based scanning app using Swift, where I can successfully perform scans and export the results as .obj files. My goal is to have the scan's colors and textures closely resemble real-world visuals as captured by the camera, similar to the results shown in this repository. In the referenced repository, the result is demonstrated with a single screenshot, but I want to display the textures and colors throughout the entire scanning process, not just at the final result. To clarify, I'm not focused on scanning individual objects but rather larger environments like rooms, houses, or outdoor spaces such as streets. Here’s what I’m aiming for: Realistic colors and textures that match what the camera sees during the scan. Continuous texture rendering during the scanning process, not just in the final exported model. Could anyone share guidance, sample code, or point me to relevant documentation to achieve this? Any help would be greatly appreciated! Thank you!
1
0
159
May ’25
Cannot extract imagePair from generated Spatial Photos
Hi I am trying to implement something simple as people can share their Spatial Photos with others (just like this post). I encountered the same issue with him, but his answer doesn't help me out here. Briefly speaking, I am using CGImgaeSoruce to extract paired leftImage and rightImage from one fetched spatial photo let photos = PHAsset.fetchAssets(with: .image, options: nil) // enumerating photos .... if asset.mediaSubtypes.contains(PHAssetMediaSubtype.spatialMedia) { spatialAsset = asset } // other code show below I can fetch left and right images from native Spatial Photo (taken by Apple Vision Pro or iPhone 15+), but it didn't work on generated spatial photo (2D -> 3D feat in Photos). // imageCount is 1 when it comes to generated spatial photo let imageCount = CGImageSourceGetCount(source) I searched over the net and someone says the generated version is having a depth image instead of left/right pair. But still I cannot extract any depth image from imageSource. The full code below, the imagePair extraction will stop at "no groups found": func extractPairedImage(phAsset: PHAsset, completion: @escaping (StereoImagePair?) -> Void) { let options = PHImageRequestOptions() options.isNetworkAccessAllowed = true options.deliveryMode = .highQualityFormat options.resizeMode = .none options.version = .original return PHImageManager.default().requestImageDataAndOrientation(for: phAsset, options: options) { imageData, _, _, _ in guard let imageData, let imageSource = CGImageSourceCreateWithData(imageData as CFData, nil) else { completion(nil) return } let stereoImagePair = stereoImagePair(from: imageSource) completion(stereoImagePair) } } } func stereoImagePair(from source: CGImageSource) -> StereoImagePair? { guard let properties = CGImageSourceCopyProperties(source, nil) as? [CFString: Any] else { return nil } let imageCount = CGImageSourceGetCount(source) print(String(format: "%d images found", imageCount)) guard let groups = properties[kCGImagePropertyGroups] as? [[CFString: Any]] else { /// function returns here print("no groups found") return nil } guard let stereoGroup = groups.first(where: { let groupType = $0[kCGImagePropertyGroupType] as! CFString return groupType == kCGImagePropertyGroupTypeStereoPair }) else { return nil } guard let leftIndex = stereoGroup[kCGImagePropertyGroupImageIndexLeft] as? Int, let rightIndex = stereoGroup[kCGImagePropertyGroupImageIndexRight] as? Int, let leftImage = CGImageSourceCreateImageAtIndex(source, leftIndex, nil), let rightImage = CGImageSourceCreateImageAtIndex(source, rightIndex, nil), let leftProperties = CGImageSourceCopyPropertiesAtIndex(source, leftIndex, nil), let rightProperties = CGImageSourceCopyPropertiesAtIndex(source, rightIndex, nil) else { return nil } return (leftImage, rightImage, self.identifier) } Any suggestion? Thanks visionOS 2.4
3
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239
Jun ’25
Realitykit asset loading
With Xcode 26, loading ressources with RealityKit is extremely slow. Here my project takes almost 50 seconds to load. I also get multiple Hang detected messages in the console: When I uncheck "Debug executable" in the schema, the same project loads in 2 seconds. I'm using RealityKit asynchronous loading: private static func loadFromRealityComposerPro( named entityName: String, fromSceneNamed sceneName: String ) async -> Entity? { var entity: Entity? do { let scene = try await Entity( named: sceneName, in: visionPetsContentBundle ) entity = scene.findEntity(named: entityName) } catch { print( "Error loading \(entityName) from scene \(sceneName): \(error.localizedDescription)" ) } return entity } Anyone having the same problem?
2
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100
Jun ’25
RCP Scene issues at runtime (visionOS 26 / Xcode 26 Beta 4)
I have a scene that has been assembled in RCP but I'm losing the correct hierarchy and transforms when running the scene in the headset or the simulator. This is in RCP: This is at runtime with the debugger: As you can see the "MAIN_WAGON" entity is gone and part of the hierarchy are now children of "TRAIN_ROOT" instead. Another issue is that not only part of the hieararchy disappears, it also reverts back to default values of the transform instead of what is set in RCP: This is in RCP: This is in the simulator/headset: I'm filing a feedback ticket too and will post the number here. Anyone had a similar issue and found a fix or workaround ?
5
0
372
Aug ’25
spatial-backdrop feature available yet?
In WWDC25 session What’s new for the spatial web, the presenter showed creating an immersive environment for a web page by adding to the page's HEAD section <link rel="spatial-backdrop" href="office.usdz" environmentmap="lighting.hdr"> My first attempt failed, and I am trying to track down why. Before I search all the potential failure paths, I wanted to ask the community, Is this feature available in the latest visionOS 26 beta? I haven't seen anyone talk about their use of the feature yet.
2
0
278
Aug ’25
Access Main Camera not working in VisionOS 26.1
I downloaded the official sample project “Accessing the Main Camera”, but I found that it’s not able to retrieve the camera feed on visionOS 26.1. After checking the debug logs, it seems the issue is caused by the system being unable to find the expected format. I tested on a device running visionOS 2, and the camera feed worked correctly — but only when using the sample code from the visionOS 2 version, not the current one. I also noticed that some of the APIs have changed between versions. Has anyone managed to successfully access the camera feed on visionOS 26.1?
4
0
883
Nov ’25
Vision OS: HUD mode windows
If I correctly understand, a new Enterprise API has been introduced In visionOS 26 allowing to fix windows to the user frame of reference, implementing a something like an "head up display", with the window tracking the user movements. Is this API only available to enterprise applications, and if so is there a plan to make it available for every kind of app?
3
0
134
Jun ’25
FromToByAnimation triggers availableAnimations not the single bone animation
So, I was trying to animate a single bone using FromToByAnimation, but when I start the animation, the model instead does the full body animation stored in the availableAnimations. If I don't run testAnimation nothing happens. If I run testAnimation I see the same animation as If I had called entity.playAnimation(entity.availableAnimations[0],..) here's the full code I use to animate a single bone: func testAnimation() { guard let jawAnim = jawAnimation(mouthOpen: 0.4) else { print("Failed to create jawAnim") return } guard let creature, let animResource = try? AnimationResource.generate(with: jawAnim) else { return } let controller = creature.playAnimation(animResource, transitionDuration: 0.02, startsPaused: false) print("controller: \(controller)") } func jawAnimation(mouthOpen: Float) -> FromToByAnimation<JointTransforms>? { guard let basePose else { return nil } guard let index = basePose.jointNames.firstIndex(of: jawBoneName) else { print("Target joint \(self.jawBoneName) not found in default pose joint names") return nil } let fromTransforms = basePose.jointTransforms let baseJawTransform = fromTransforms[index] let maxAngle: Float = 40 let angle: Float = maxAngle * mouthOpen * (.pi / 180) let extraRot = simd_quatf(angle: angle, axis: simd_float3(x: 0, y: 0, z: 1)) var toTransforms = basePose.jointTransforms toTransforms[index] = Transform( scale: baseJawTransform.scale * 2, rotation: baseJawTransform.rotation * extraRot, translation: baseJawTransform.translation ) let fromToBy = FromToByAnimation<JointTransforms>( jointNames: basePose.jointNames, name: "jaw-anim", from: fromTransforms, to: toTransforms, duration: 0.1, bindTarget: .jointTransforms, repeatMode: .none, ) return fromToBy } PS: I can confirm that I can set this bone to a specific position if I use guard let index = newPose.jointNames.firstIndex(of: boneName) ... let baseTransform = basePose.jointTransforms[index] newPose.jointTransforms[index] = Transform( scale: baseTransform.scale, rotation: baseTransform.rotation * extraRot, translation: baseTransform.translation ) skeletalComponent.poses.default = newPose creatureMeshEntity.components.set(skeletalComponent) This works for manually setting the bone position, so the jawBoneName and the joint-transformation can't be that wrong.
1
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321
Aug ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
3
0
268
Aug ’25
How to best manage ARKitSession in concurrent code
I have a visionOS app where I instantiate ARKitSession and various providers (HandTrackingProvider and WorldTrackingProvider) in my appModel. That way, I can pass these providers to a Task which runs a gRPC server for sending the data from these providers to a client. When the users enters the immersive space of the app, the ARKitSession will run the providers if they are not running already. I am now trying to implement the AccessoryTrackingProvider with the PSVR sense controllers but it does not fit with my current framework because the controllers may not be connected when the ARKitSession.run function is called. So I need to find a new place to start the session. My question is, if I already have a session which is running the hand and world tracking providers, can I start another session to run the accessory tracking? Should they all be running on the same session? Is there a way to stop the session and restart it when the controllers are connected? When I tried this, I get an error that says "It is not possible to re-run a stopped data provider (<ar_hand_tracking_provider_t: " but if I instantiate a new HandTrackingProvider, then the one that got passed to the gRPC task would no longer be the one running in the new session. Any advice on how best to manage the various providers and ARKit sessions would be greatly appreciated.
1
0
290
Nov ’25
Tapping once with both hands only works sometimes in visionOS
Hello! I have an iOS app where I am looking into support for visionOS. I have a whole bunch of gestures set up using UIGestureRecognizer and so far most of them work great in visionOS! But I do see something odd that I am not sure can be fixed on my end. I have a UITapGestureRecognizer which is set up with numberOfTouchesRequired = 2 which I am assuming translates in visionOS to when you tap your thumb and index finger on both hands. When I tap with both hands sometimes this tap gesture gets kicked off and other times it doesn't and it says it only received one touch when it should be two. Interestingly, I see this behavior in Apple Maps where tapping once with both hands should zoom out the map, which only works sometimes. Can anyone explain this or am I missing something?
6
0
747
1d
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
1
0
99
May ’25
How to Achieve Realistic Colors and Textures in LiDAR Scanning with Swift
Hello, I'm developing a LiDAR-based scanning app using Swift, where I can successfully perform scans and export the results as .obj files. My goal is to have the scan's colors and textures closely resemble real-world visuals as captured by the camera, similar to the results shown in this repository. In the referenced repository, the result is demonstrated with a single screenshot, but I want to display the textures and colors throughout the entire scanning process, not just at the final result. To clarify, I'm not focused on scanning individual objects but rather larger environments like rooms, houses, or outdoor spaces such as streets. Here’s what I’m aiming for: Realistic colors and textures that match what the camera sees during the scan. Continuous texture rendering during the scanning process, not just in the final exported model. Could anyone share guidance, sample code, or point me to relevant documentation to achieve this? Any help would be greatly appreciated! Thank you!
Replies
1
Boosts
0
Views
159
Activity
May ’25
Cannot extract imagePair from generated Spatial Photos
Hi I am trying to implement something simple as people can share their Spatial Photos with others (just like this post). I encountered the same issue with him, but his answer doesn't help me out here. Briefly speaking, I am using CGImgaeSoruce to extract paired leftImage and rightImage from one fetched spatial photo let photos = PHAsset.fetchAssets(with: .image, options: nil) // enumerating photos .... if asset.mediaSubtypes.contains(PHAssetMediaSubtype.spatialMedia) { spatialAsset = asset } // other code show below I can fetch left and right images from native Spatial Photo (taken by Apple Vision Pro or iPhone 15+), but it didn't work on generated spatial photo (2D -> 3D feat in Photos). // imageCount is 1 when it comes to generated spatial photo let imageCount = CGImageSourceGetCount(source) I searched over the net and someone says the generated version is having a depth image instead of left/right pair. But still I cannot extract any depth image from imageSource. The full code below, the imagePair extraction will stop at "no groups found": func extractPairedImage(phAsset: PHAsset, completion: @escaping (StereoImagePair?) -> Void) { let options = PHImageRequestOptions() options.isNetworkAccessAllowed = true options.deliveryMode = .highQualityFormat options.resizeMode = .none options.version = .original return PHImageManager.default().requestImageDataAndOrientation(for: phAsset, options: options) { imageData, _, _, _ in guard let imageData, let imageSource = CGImageSourceCreateWithData(imageData as CFData, nil) else { completion(nil) return } let stereoImagePair = stereoImagePair(from: imageSource) completion(stereoImagePair) } } } func stereoImagePair(from source: CGImageSource) -> StereoImagePair? { guard let properties = CGImageSourceCopyProperties(source, nil) as? [CFString: Any] else { return nil } let imageCount = CGImageSourceGetCount(source) print(String(format: "%d images found", imageCount)) guard let groups = properties[kCGImagePropertyGroups] as? [[CFString: Any]] else { /// function returns here print("no groups found") return nil } guard let stereoGroup = groups.first(where: { let groupType = $0[kCGImagePropertyGroupType] as! CFString return groupType == kCGImagePropertyGroupTypeStereoPair }) else { return nil } guard let leftIndex = stereoGroup[kCGImagePropertyGroupImageIndexLeft] as? Int, let rightIndex = stereoGroup[kCGImagePropertyGroupImageIndexRight] as? Int, let leftImage = CGImageSourceCreateImageAtIndex(source, leftIndex, nil), let rightImage = CGImageSourceCreateImageAtIndex(source, rightIndex, nil), let leftProperties = CGImageSourceCopyPropertiesAtIndex(source, leftIndex, nil), let rightProperties = CGImageSourceCopyPropertiesAtIndex(source, rightIndex, nil) else { return nil } return (leftImage, rightImage, self.identifier) } Any suggestion? Thanks visionOS 2.4
Replies
3
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0
Views
239
Activity
Jun ’25
Is it possible to use a scale hover effect on an entity?
I see no way to scale an entity with a hover effect. The closest I can find is by using HoverEffectComponent with a shader hover effect. Maybe I can change the scale with a ShaderGraph, but I cannot figure out how.
Replies
1
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0
Views
160
Activity
Jun ’25
New to VisionOS Development
I am beginner to spacial computing and would like to build an enterprise solution for my enterprise on VisionOS. How can I accomplish that?
Replies
2
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0
Views
555
Activity
Jan ’26
苹果12内存不够用,怎么办
苹果12内存不够用,怎么办
Replies
1
Boosts
0
Views
356
Activity
Dec ’25
.hoverEffect scaleEffect breaks scrolling in visionOS 26 beta 1
This modifier in visionOS 2.5 works perfectly with LazyVgrid inside a Stack in ScrollView: .hoverEffect { effect, isActive, _ in effect.scaleEffect(isActive ? 1.1 : 1.0) But the grid does not scroll in visionOS 26 beta 1 unless the scaleEffect is commented out. FB17941468
Replies
1
Boosts
0
Views
120
Activity
Jun ’25
Realitykit asset loading
With Xcode 26, loading ressources with RealityKit is extremely slow. Here my project takes almost 50 seconds to load. I also get multiple Hang detected messages in the console: When I uncheck "Debug executable" in the schema, the same project loads in 2 seconds. I'm using RealityKit asynchronous loading: private static func loadFromRealityComposerPro( named entityName: String, fromSceneNamed sceneName: String ) async -> Entity? { var entity: Entity? do { let scene = try await Entity( named: sceneName, in: visionPetsContentBundle ) entity = scene.findEntity(named: entityName) } catch { print( "Error loading \(entityName) from scene \(sceneName): \(error.localizedDescription)" ) } return entity } Anyone having the same problem?
Replies
2
Boosts
0
Views
100
Activity
Jun ’25
RCP Scene issues at runtime (visionOS 26 / Xcode 26 Beta 4)
I have a scene that has been assembled in RCP but I'm losing the correct hierarchy and transforms when running the scene in the headset or the simulator. This is in RCP: This is at runtime with the debugger: As you can see the "MAIN_WAGON" entity is gone and part of the hierarchy are now children of "TRAIN_ROOT" instead. Another issue is that not only part of the hieararchy disappears, it also reverts back to default values of the transform instead of what is set in RCP: This is in RCP: This is in the simulator/headset: I'm filing a feedback ticket too and will post the number here. Anyone had a similar issue and found a fix or workaround ?
Replies
5
Boosts
0
Views
372
Activity
Aug ’25
spatial-backdrop feature available yet?
In WWDC25 session What’s new for the spatial web, the presenter showed creating an immersive environment for a web page by adding to the page's HEAD section <link rel="spatial-backdrop" href="office.usdz" environmentmap="lighting.hdr"> My first attempt failed, and I am trying to track down why. Before I search all the potential failure paths, I wanted to ask the community, Is this feature available in the latest visionOS 26 beta? I haven't seen anyone talk about their use of the feature yet.
Replies
2
Boosts
0
Views
278
Activity
Aug ’25
Access Main Camera not working in VisionOS 26.1
I downloaded the official sample project “Accessing the Main Camera”, but I found that it’s not able to retrieve the camera feed on visionOS 26.1. After checking the debug logs, it seems the issue is caused by the system being unable to find the expected format. I tested on a device running visionOS 2, and the camera feed worked correctly — but only when using the sample code from the visionOS 2 version, not the current one. I also noticed that some of the APIs have changed between versions. Has anyone managed to successfully access the camera feed on visionOS 26.1?
Replies
4
Boosts
0
Views
883
Activity
Nov ’25
RealityView content.add Called Twice Automatically
I’m working with RealityView in visionOS and noticed that the content closure seems to run twice, causing content.add to be called twice automatically. This results in duplicate entities being added to the scene unless I manually check for duplicates. How can I fix that? Thanks.
Replies
4
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0
Views
249
Activity
Aug ’25
Vision OS: HUD mode windows
If I correctly understand, a new Enterprise API has been introduced In visionOS 26 allowing to fix windows to the user frame of reference, implementing a something like an "head up display", with the window tracking the user movements. Is this API only available to enterprise applications, and if so is there a plan to make it available for every kind of app?
Replies
3
Boosts
0
Views
134
Activity
Jun ’25
FromToByAnimation triggers availableAnimations not the single bone animation
So, I was trying to animate a single bone using FromToByAnimation, but when I start the animation, the model instead does the full body animation stored in the availableAnimations. If I don't run testAnimation nothing happens. If I run testAnimation I see the same animation as If I had called entity.playAnimation(entity.availableAnimations[0],..) here's the full code I use to animate a single bone: func testAnimation() { guard let jawAnim = jawAnimation(mouthOpen: 0.4) else { print("Failed to create jawAnim") return } guard let creature, let animResource = try? AnimationResource.generate(with: jawAnim) else { return } let controller = creature.playAnimation(animResource, transitionDuration: 0.02, startsPaused: false) print("controller: \(controller)") } func jawAnimation(mouthOpen: Float) -> FromToByAnimation<JointTransforms>? { guard let basePose else { return nil } guard let index = basePose.jointNames.firstIndex(of: jawBoneName) else { print("Target joint \(self.jawBoneName) not found in default pose joint names") return nil } let fromTransforms = basePose.jointTransforms let baseJawTransform = fromTransforms[index] let maxAngle: Float = 40 let angle: Float = maxAngle * mouthOpen * (.pi / 180) let extraRot = simd_quatf(angle: angle, axis: simd_float3(x: 0, y: 0, z: 1)) var toTransforms = basePose.jointTransforms toTransforms[index] = Transform( scale: baseJawTransform.scale * 2, rotation: baseJawTransform.rotation * extraRot, translation: baseJawTransform.translation ) let fromToBy = FromToByAnimation<JointTransforms>( jointNames: basePose.jointNames, name: "jaw-anim", from: fromTransforms, to: toTransforms, duration: 0.1, bindTarget: .jointTransforms, repeatMode: .none, ) return fromToBy } PS: I can confirm that I can set this bone to a specific position if I use guard let index = newPose.jointNames.firstIndex(of: boneName) ... let baseTransform = basePose.jointTransforms[index] newPose.jointTransforms[index] = Transform( scale: baseTransform.scale, rotation: baseTransform.rotation * extraRot, translation: baseTransform.translation ) skeletalComponent.poses.default = newPose creatureMeshEntity.components.set(skeletalComponent) This works for manually setting the bone position, so the jawBoneName and the joint-transformation can't be that wrong.
Replies
1
Boosts
0
Views
321
Activity
Aug ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
Replies
3
Boosts
0
Views
268
Activity
Aug ’25
How to best manage ARKitSession in concurrent code
I have a visionOS app where I instantiate ARKitSession and various providers (HandTrackingProvider and WorldTrackingProvider) in my appModel. That way, I can pass these providers to a Task which runs a gRPC server for sending the data from these providers to a client. When the users enters the immersive space of the app, the ARKitSession will run the providers if they are not running already. I am now trying to implement the AccessoryTrackingProvider with the PSVR sense controllers but it does not fit with my current framework because the controllers may not be connected when the ARKitSession.run function is called. So I need to find a new place to start the session. My question is, if I already have a session which is running the hand and world tracking providers, can I start another session to run the accessory tracking? Should they all be running on the same session? Is there a way to stop the session and restart it when the controllers are connected? When I tried this, I get an error that says "It is not possible to re-run a stopped data provider (<ar_hand_tracking_provider_t: " but if I instantiate a new HandTrackingProvider, then the one that got passed to the gRPC task would no longer be the one running in the new session. Any advice on how best to manage the various providers and ARKit sessions would be greatly appreciated.
Replies
1
Boosts
0
Views
290
Activity
Nov ’25
Tapping once with both hands only works sometimes in visionOS
Hello! I have an iOS app where I am looking into support for visionOS. I have a whole bunch of gestures set up using UIGestureRecognizer and so far most of them work great in visionOS! But I do see something odd that I am not sure can be fixed on my end. I have a UITapGestureRecognizer which is set up with numberOfTouchesRequired = 2 which I am assuming translates in visionOS to when you tap your thumb and index finger on both hands. When I tap with both hands sometimes this tap gesture gets kicked off and other times it doesn't and it says it only received one touch when it should be two. Interestingly, I see this behavior in Apple Maps where tapping once with both hands should zoom out the map, which only works sometimes. Can anyone explain this or am I missing something?
Replies
6
Boosts
0
Views
747
Activity
1d
There some limitations if I open a spatial photo with Quick Look when an immersive space is on?
When viewing an immersive space and I open a spatial photo in Quick Look, which hides the entire app interface to show the photo. Is there a memory limit? If the inmersive space is not active, the application keep the interface.
Replies
1
Boosts
0
Views
194
Activity
Jun ’25
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
Replies
1
Boosts
0
Views
99
Activity
May ’25
How to open control center in Vision Pro’s Xcode simulator
I want to open the control center in Vision Pro’s Xcode simulator. Can I open it? If I can, please tell me how to do it. Thank you.
Replies
2
Boosts
0
Views
436
Activity
Aug ’25
Does RealityKit support mesh based animation?
I have a mesh based animation 3D model, that means every frame it’s a new mesh. I import it into RealityView, but can’t play it‘s animation, RealityKit tells me this model has no animations by using print(entity.availableAnimations).
Replies
1
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0
Views
675
Activity
Aug ’25